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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.4 by elmex, Tue Aug 15 17:35:51 2006 UTC vs.
Revision 1.14 by root, Thu Sep 14 23:13:49 2006 UTC

1/*
2 * static char *rcsid_spell_attack_c =
3 * "$Id: spell_attack.C,v 1.4 2006/08/15 17:35:51 elmex Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__ 32#ifndef __CEXTRACT__
39#include <sproto.h> 33# include <sproto.h>
40#endif 34#endif
41#include <spells.h> 35#include <spells.h>
42#include <sounds.h> 36#include <sounds.h>
43 37
44/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
47 * op is the spell object. 41 * op is the spell object.
48 */ 42 */
49 43
44void
50void check_spell_knockback(object *op) { 45check_spell_knockback (object *op)
46{
51 object *tmp, *tmp2; /* object on the map */ 47 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 48 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 50
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 51 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 53 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 54 return;
58 }else{ 55 }
56 else
57 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 58 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 60 }
62 61
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 63 {
65 int num_sections = 1; 64 int num_sections = 1;
66 65
67 /* don't move DM */ 66 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 67 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 68 return;
70 69
71 /* don't move parts of objects */ 70 /* don't move parts of objects */
72 if(tmp->head) continue; 71 if (tmp->head)
72 continue;
73 73
74 /* don't move floors or immobile objects */ 74 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue;
76 77
77 /* count the object's sections */ 78 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
80 num_sections++;
79 81
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 82 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 83 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 84 * object, not just the head, so the total weight should be relevant.
83 */ 85 */
84 86
85 /* surface area? -tm */ 87 /* surface area? -tm */
86 88
87 if (tmp->move_type & MOVE_FLYING) 89 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 90 frictionmod = 1; /* flying objects loose the friction modifier */
89 91
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */
91 /* move_object is really for monsters, but looking at 94 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 95 * the move_object function, it appears that it should
93 * also be safe for objects. 96 * also be safe for objects.
94 * This does return if successful or not, but 97 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 98 * I don't see us doing anything useful with that information
96 * right now. 99 * right now.
97 */ 100 */
98 move_object(tmp, absdir(op->stats.sp)); 101 move_object (tmp, absdir (op->stats.sp));
99 } 102 }
100 103
101 } 104 }
102} 105}
103 106
104/*************************************************************************** 107/***************************************************************************
109 112
110/* Causes op to fork. op is the original bolt, tmp 113/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 114 * is the first piece of the fork.
112 */ 115 */
113 116
117void
114void forklightning(object *op, object *tmp) { 118forklightning (object *op, object *tmp)
119{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 121 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 122 mapstruct *m;
118 sint16 sx,sy; 123 sint16 sx, sy;
119 object *new_bolt; 124 object *new_bolt;
120 125
121 /* pick a fork direction. tmp->stats.Con is the left bias 126 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 127 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 128 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 129 * down to 0 for one going 90 degrees left off original path
125 */ 130 */
126 131
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 132 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 133 new_dir = -1;
129 134
130 /* check the new dir for a wall and in the map*/ 135 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 136 t_dir = absdir (tmp->direction + new_dir);
132 137
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 138 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 139 return;
135 return;
136 140
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 142 return;
139 143
140 /* OK, we made a fork */ 144 /* OK, we made a fork */
141 new_bolt = get_object(); 145 new_bolt = get_object ();
142
143 copy_object(tmp,new_bolt); 146 copy_object (tmp, new_bolt);
144 147
145 /* reduce chances of subsequent forking */ 148 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 149 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 150 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 152 new_bolt->speed_left = -0.1;
150 new_bolt->direction = t_dir; 153 new_bolt->direction = t_dir;
151 new_bolt->duration++; 154 new_bolt->duration++;
152 new_bolt->x=sx; 155 new_bolt->x = sx;
153 new_bolt->y=sy; 156 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 158 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 159 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 160 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
159 update_turn_face(new_bolt); 162 update_turn_face (new_bolt);
160} 163}
161 164
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 165/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 166 * and checks for various things that may stop it.
164 */ 167 */
165 168
169void
166void move_bolt(object *op) { 170move_bolt (object *op)
171{
167 object *tmp; 172 object *tmp;
168 int mflags; 173 int mflags;
169 sint16 x, y; 174 sint16 x, y;
170 mapstruct *m; 175 mapstruct *m;
171 176
172 if(--(op->duration)<0) { 177 if (--(op->duration) < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 178 {
179 remove_ob (op);
180 free_object (op);
181 return;
182 }
183
177 hit_map(op,0,op->attacktype,1); 184 hit_map (op, 0, op->attacktype, 1);
178 185
179 if(!op->direction) 186 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 187 return;
240 } 188
189 if (--op->range < 0)
190 {
191 op->range = 0;
192 }
193 else
194 {
195 x = op->x + DIRX (op);
196 y = op->y + DIRY (op);
197 m = op->map;
198 mflags = get_map_flags (m, &m, x, y, &x, &y);
199
200 if (mflags & P_OUT_OF_MAP)
201 return;
202
203 /* We are about to run into something - we may bounce */
204 /* Calling reflwall is pretty costly, as it has to look at all the objects
205 * on the space. So only call reflwall if we think the data it returns
206 * will be useful.
207 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return;
213
214 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the
216 * opposite direction. However, if the bolt is travelling
217 * on the diagonal, it is trickier - eg, a bolt travelling
218 * northwest bounces different if it hits a north/south
219 * wall (bounces to northeast) vs an east/west (bounces
220 * to the southwest.
221 */
222 if (op->direction & 1)
223 op->direction = absdir (op->direction + 4);
224 else
225 {
226 int left, right;
227 int mflags;
228
229 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
230 * over a corner in a tiled map, it is possible that
231 * op->direction is within an adjacent map but either
232 * op->direction-1 or op->direction+1 does not exist.
233 */
234 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
235 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
236
237 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
238
239 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
240 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
241 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
242
243 if (left == right)
244 op->direction = absdir (op->direction + 4);
245 else if (left)
246 op->direction = absdir (op->direction + 2);
247 else if (right)
248 op->direction = absdir (op->direction - 2);
249 }
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return;
252 }
253 else
241 else { /* Create a copy of this object and put it ahead */ 254 { /* Create a copy of this object and put it ahead */
242 tmp=get_object(); 255 tmp = get_object ();
243 copy_object(op,tmp); 256 copy_object (op, tmp);
244 tmp->speed_left= -0.1; 257 tmp->speed_left = -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp); 258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0); 259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
247 /* To make up for the decrease at the top of the function */ 260 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 261 tmp->duration++;
249 262
250 /* New forking code. Possibly create forks of this object 263 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 264 * going off in other directions.
252 */ 265 */
253 266
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */ 267 if (rndm (0, 99) < tmp->stats.Dex)
255 forklightning(op,tmp); 268 { /* stats.Dex % of forking */
256 } 269 forklightning (op, tmp);
270 }
257 /* In this way, the object left behind sticks on the space, but 271 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward. 272 * doesn't create any bolts that continue to move onward.
259 */ 273 */
260 op->range = 0; 274 op->range = 0;
261 } /* copy object and move it along */ 275 } /* copy object and move it along */
262 } /* if move bolt along */ 276 } /* if move bolt along */
263} 277}
264 278
265/* fire_bolt 279/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 280 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 281 * spob is the spell object for the bolt.
269 * spob->attacktype. 283 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 284 * This function sets up the appropriate owner and skill
271 * pointers. 285 * pointers.
272 */ 286 */
273 287
288int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{
275 object *tmp=NULL; 291 object *tmp = NULL;
276 int mflags; 292 int mflags;
277 293
278 if (!spob->other_arch) 294 if (!spob->other_arch)
279 return 0; 295 return 0;
280 296
281 tmp=arch_to_object(spob->other_arch); 297 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 298 if (tmp == NULL)
283 return 0; 299 return 0;
284 300
285 /* peterm: level dependency for bolts */ 301 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 302 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 303 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 304 if (spob->slaying)
305 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 306 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 308 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 309 tmp->stats.Con = spob->stats.Con;
293 310
294 tmp->direction=dir; 311 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 313 SET_ANIMATION (tmp, dir);
297 314
298 set_owner(tmp,op); 315 set_owner (tmp, op);
299 set_spell_skill(op, caster, spob, tmp); 316 set_spell_skill (op, caster, spob, tmp);
300 317
301 tmp->x=op->x + DIRX(tmp); 318 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 319 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 320 tmp->map = op->map;
304 321
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 323 if (mflags & P_OUT_OF_MAP)
324 {
307 free_object(tmp); 325 free_object (tmp);
308 return 0; 326 return 0;
309 } 327 }
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 {
312 free_object(tmp); 332 free_object (tmp);
313 return 0; 333 return 0;
314 } 334 }
315 tmp->x=op->x; 335 tmp->x = op->x;
316 tmp->y=op->y; 336 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 337 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 338 tmp->map = op->map;
319 } 339 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
321 move_bolt (tmp); 341 move_bolt (tmp);
322 return 1; 342 return 1;
323} 343}
324 344
325 345
326 346
327/*************************************************************************** 347/***************************************************************************
332 352
333/* expands an explosion. op is a piece of the 353/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 354 * explosion - this expans it in the different directions.
335 * At least that is what I think this does. 355 * At least that is what I think this does.
336 */ 356 */
357void
337void explosion(object *op) { 358explosion (object *op)
359{
338 object *tmp; 360 object *tmp;
339 mapstruct *m=op->map; 361 mapstruct *m = op->map;
340 int i; 362 int i;
341 363
342 if(--(op->duration)<0) { 364 if (--(op->duration) < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 }
347 hit_map(op,0,op->attacktype,0); 370 hit_map (op, 0, op->attacktype, 0);
348 371
349 if(op->range>0) { 372 if (op->range > 0)
350 for(i=1;i<9;i++) { 373 {
374 for (i = 1; i < 9; i++)
375 {
351 sint16 dx,dy; 376 sint16 dx, dy;
352 377
353 dx=op->x+freearr_x[i]; 378 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 379 dy = op->y + freearr_y[i];
355 /* ok_to_put_more already does things like checks for walls, 380 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 381 * out of map, etc.
357 */ 382 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 384 {
360 copy_object(op,tmp); 385 tmp = get_object ();
361 tmp->state=0; 386 copy_object (op, tmp);
362 tmp->speed_left= -0.21; 387 tmp->state = 0;
363 tmp->range--; 388 tmp->speed_left = -0.21;
364 tmp->value=0; 389 tmp->range--;
365 tmp->x=dx; 390 tmp->value = 0;
366 tmp->y=dy; 391 tmp->x = dx;
367 insert_ob_in_map(tmp,m,op,0); 392 tmp->y = dy;
368 } 393 insert_ob_in_map (tmp, m, op, 0);
369 } 394 }
395 }
370 } 396 }
371} 397}
372 398
373 399
374/* Causes an object to explode, eg, a firebullet, 400/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 401 * poison cloud ball, etc. op is the object to
376 * explode. 402 * explode.
377 */ 403 */
404void
378void explode_bullet(object *op) 405explode_bullet (object *op)
379{ 406{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 407 object *tmp, *owner;
382 408
383 if (op->other_arch == NULL) { 409 if (op->other_arch == NULL)
410 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 412 remove_ob (op);
386 free_object (op); 413 free_object (op);
387 return; 414 return;
388 } 415 }
389 416
390 if (op->env) { 417 if (op->env)
418 {
391 object *env; 419 object *env;
392 420
393 env = object_get_env_recursive(op); 421 env = object_get_env_recursive (op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 422 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 424 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 remove_ob (op);
426 free_object (op);
427 return;
428 }
396 remove_ob (op); 429 remove_ob (op);
397 free_object (op);
398 return;
399 }
400 remove_ob (op);
401 op->x = env->x; 430 op->x = env->x;
402 op->y = env->y; 431 op->y = env->y;
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 }
404 } else if (out_of_map (op->map, op->x, op->y)) { 434 else if (out_of_map (op->map, op->x, op->y))
435 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 436 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 437 remove_ob (op);
407 free_object (op); 438 free_object (op);
408 return; 439 return;
409 } 440 }
410 441
411 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 442 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
412 // NOTE: If this breaks something important: remove this. I can't think of anything 443 // NOTE: If this breaks something important: remove this. I can't think of anything
413 // bad at the moment that might happen from this. 444 // bad at the moment that might happen from this.
414 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 445 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
415 { 446 {
416 remove_ob (op); 447 remove_ob (op);
417 free_object (op); 448 free_object (op);
449 return;
450 }
451
452 if (op->attacktype)
453 {
454 hit_map (op, 0, op->attacktype, 1);
455 if (op->destroyed ())
418 return; 456 return;
419 } 457 }
420 458
421 if (op->attacktype) {
422 hit_map (op, 0, op->attacktype, 1);
423 if (was_destroyed (op, op_tag))
424 return;
425 }
426
427 /* other_arch contains what this explodes into */ 459 /* other_arch contains what this explodes into */
428 tmp = arch_to_object (op->other_arch); 460 tmp = arch_to_object (op->other_arch);
429 461
430 copy_owner (tmp, op); 462 copy_owner (tmp, op);
431 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 463 tmp->skill = op->skill;
432 if (op->skill) tmp->skill = add_refcount(op->skill);
433 464
434 owner = get_owner(op); 465 owner = get_owner (op);
466
435 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
436 !tailor_god_spell(tmp, owner)) { 468 {
437 remove_ob (op); 469 remove_ob (op);
438 free_object (op); 470 free_object (op);
439 return; 471 return;
440 } 472 }
473
441 tmp->x = op->x; 474 tmp->x = op->x;
442 tmp->y = op->y; 475 tmp->y = op->y;
443 476
444 /* special for bombs - it actually has sane values for these */ 477 /* special for bombs - it actually has sane values for these */
445 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 {
446 tmp->attacktype = op->attacktype; 480 tmp->attacktype = op->attacktype;
447 tmp->range = op->range; 481 tmp->range = op->range;
448 tmp->stats.dam = op->stats.dam; 482 tmp->stats.dam = op->stats.dam;
449 tmp->duration = op->duration; 483 tmp->duration = op->duration;
450 } else { 484 }
451 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 485 else
486 {
487 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC;
452 /* Spell doc describes what is going on here */ 489 /* Spell doc describes what is going on here */
453 tmp->stats.dam = op->dam_modifier; 490 tmp->stats.dam = op->dam_modifier;
454 tmp->range = op->stats.maxhp; 491 tmp->range = op->stats.maxhp;
455 tmp->duration = op->stats.hp; 492 tmp->duration = op->stats.hp;
456 /* Used for spell tracking - just need a unique val for this spell - 493 /* Used for spell tracking - just need a unique val for this spell -
457 * the count of the parent should work fine. 494 * the count of the parent should work fine.
458 */ 495 */
459 tmp->stats.maxhp = op->count; 496 tmp->stats.maxhp = op->count;
460 } 497 }
461 498
462 /* Set direction of cone explosion */ 499 /* Set direction of cone explosion */
463 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 500 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
464 tmp->stats.sp = op->direction; 501 tmp->stats.sp = op->direction;
465 502
466 /* Prevent recursion */ 503 /* Prevent recursion */
467 op->move_on = 0; 504 op->move_on = 0;
468 505
469 insert_ob_in_map(tmp, op->map, op, 0); 506 insert_ob_in_map (tmp, op->map, op, 0);
470 /* remove the firebullet */ 507 /* remove the firebullet */
471 if ( ! was_destroyed (op, op_tag)) { 508 if (!op->destroyed ())
509 {
472 remove_ob (op); 510 remove_ob (op);
473 free_object (op); 511 free_object (op);
474 } 512 }
475} 513}
476 514
477 515
478 516
479/* checks to see what op should do, given the space it is on 517/* checks to see what op should do, given the space it is on
480 * (eg, explode, damage player, etc) 518 * (eg, explode, damage player, etc)
481 */ 519 */
482 520
521void
483void check_bullet(object *op) 522check_bullet (object *op)
484{ 523{
485 tag_t op_tag = op->count, tmp_tag;
486 object *tmp; 524 object *tmp;
487 int dam, mflags; 525 int dam, mflags;
488 mapstruct *m; 526 mapstruct *m;
489 sint16 sx, sy; 527 sint16 sx, sy;
490 528
491 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 529 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
492 530
493 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 531 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
494 return; 532 return;
495 533
496 if (op->other_arch) { 534 if (op->other_arch)
535 {
497 /* explode object will also remove op */ 536 /* explode object will also remove op */
498 explode_bullet (op); 537 explode_bullet (op);
499 return; 538 return;
500 } 539 }
501 540
502 /* If nothing alive on this space, no reason to do anything further */ 541 /* If nothing alive on this space, no reason to do anything further */
503 if (!(mflags & P_IS_ALIVE)) return; 542 if (!(mflags & P_IS_ALIVE))
543 return;
504 544
505 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 545 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
506 { 546 {
507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 547 if (QUERY_FLAG (tmp, FLAG_ALIVE))
508 tmp_tag = tmp->count; 548 {
509 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 549 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
510 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
511 || (op->stats.dam -= dam) < 0)
512 { 551 {
513 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 552 if (!QUERY_FLAG (op, FLAG_REMOVED))
514 remove_ob (op); 553 {
515 free_object(op); 554 remove_ob (op);
516 return; 555 free_object (op);
517 } 556 return;
557 }
518 } 558 }
519 } 559 }
520 } 560 }
521} 561}
522 562
525 * call check_bullet. 565 * call check_bullet.
526 * This function is only applicable to bullets, but not to all 566 * This function is only applicable to bullets, but not to all
527 * fired arches (eg, bolts). 567 * fired arches (eg, bolts).
528 */ 568 */
529 569
570void
530void move_bullet(object *op) 571move_bullet (object *op)
531{ 572{
532 sint16 new_x, new_y; 573 sint16 new_x, new_y;
533 int mflags; 574 int mflags;
534 mapstruct *m; 575 mapstruct *m;
535 576
536#if 0 577#if 0
537 /* We need a better general purpose way to do this */ 578 /* We need a better general purpose way to do this */
538 579
539 /* peterm: added to make comet leave a trail of burnouts 580 /* peterm: added to make comet leave a trail of burnouts
540 it's an unadulterated hack, but the effect is cool. */ 581 it's an unadulterated hack, but the effect is cool. */
541 if(op->stats.sp == SP_METEOR) { 582 if (op->stats.sp == SP_METEOR)
583 {
542 replace_insert_ob_in_map("fire_trail",op); 584 replace_insert_ob_in_map ("fire_trail", op);
543 if (was_destroyed (op, op_tag)) 585 if (op->destroyed ())
544 return; 586 return;
545 } /* end addition. */ 587 } /* end addition. */
546#endif 588#endif
547 589
548 /* Reached the end of its life - remove it */ 590 /* Reached the end of its life - remove it */
549 if (--op->range <=0) { 591 if (--op->range <= 0)
592 {
550 if (op->other_arch) { 593 if (op->other_arch)
594 {
551 explode_bullet (op); 595 explode_bullet (op);
552 } else { 596 }
597 else
598 {
553 remove_ob (op); 599 remove_ob (op);
554 free_object (op); 600 free_object (op);
555 } 601 }
556 return; 602 return;
557 } 603 }
558 604
559 new_x = op->x + DIRX(op); 605 new_x = op->x + DIRX (op);
560 new_y = op->y + DIRY(op); 606 new_y = op->y + DIRY (op);
561 m = op->map; 607 m = op->map;
562 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
563 609
564 if (mflags & P_OUT_OF_MAP) { 610 if (mflags & P_OUT_OF_MAP)
611 {
565 remove_ob (op); 612 remove_ob (op);
566 free_object (op); 613 free_object (op);
567 return; 614 return;
568 } 615 }
569 616
570 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 617 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
618 {
571 if (op->other_arch) { 619 if (op->other_arch)
620 {
572 explode_bullet (op); 621 explode_bullet (op);
622 }
573 } else { 623 else
624 {
574 remove_ob (op); 625 remove_ob (op);
575 free_object (op); 626 free_object (op);
576 } 627 }
577 return; 628 return;
578 } 629 }
579 630
580 remove_ob (op); 631 remove_ob (op);
581 op->x = new_x; 632 op->x = new_x;
582 op->y = new_y; 633 op->y = new_y;
583 if ((op = insert_ob_in_map (op, m, op,0)) == NULL) 634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
584 return; 635 return;
585 636
586 if (reflwall (op->map, op->x, op->y, op)) { 637 if (reflwall (op->map, op->x, op->y, op))
638 {
587 op->direction = absdir (op->direction + 4); 639 op->direction = absdir (op->direction + 4);
588 update_turn_face (op); 640 update_turn_face (op);
589 } else { 641 }
642 else
643 {
590 check_bullet (op); 644 check_bullet (op);
591 } 645 }
592} 646}
593 647
594 648
595 649
601 * spob->attacktype. 655 * spob->attacktype.
602 * This function sets up the appropriate owner and skill 656 * This function sets up the appropriate owner and skill
603 * pointers. 657 * pointers.
604 */ 658 */
605 659
660int
606int fire_bullet(object *op,object *caster,int dir,object *spob) { 661fire_bullet (object *op, object *caster, int dir, object *spob)
662{
607 object *tmp=NULL; 663 object *tmp = NULL;
608 int mflags; 664 int mflags;
609 665
610 if (!spob->other_arch) 666 if (!spob->other_arch)
611 return 0; 667 return 0;
612 668
613 tmp=arch_to_object(spob->other_arch); 669 tmp = arch_to_object (spob->other_arch);
614 if(tmp==NULL) 670 if (tmp == NULL)
615 return 0; 671 return 0;
616 672
617 /* peterm: level dependency for bolts */ 673 /* peterm: level dependency for bolts */
618 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 674 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
619 tmp->attacktype = spob->attacktype; 675 tmp->attacktype = spob->attacktype;
620 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 676 if (spob->slaying)
677 tmp->slaying = spob->slaying;
621 678
622 tmp->range = 50; 679 tmp->range = 50;
623 680
624 /* Need to store duration/range for the ball to use */ 681 /* Need to store duration/range for the ball to use */
625 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 682 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
626 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 683 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
627 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 684 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
628 685
629 tmp->direction=dir; 686 tmp->direction = dir;
630 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
631 SET_ANIMATION(tmp, dir); 688 SET_ANIMATION (tmp, dir);
632 689
633 set_owner(tmp,op); 690 set_owner (tmp, op);
634 set_spell_skill(op, caster, spob, tmp); 691 set_spell_skill (op, caster, spob, tmp);
635 692
636 tmp->x=op->x + freearr_x[dir]; 693 tmp->x = op->x + freearr_x[dir];
637 tmp->y=op->y + freearr_y[dir]; 694 tmp->y = op->y + freearr_y[dir];
638 tmp->map = op->map; 695 tmp->map = op->map;
639 696
640 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 697 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
641 if (mflags & P_OUT_OF_MAP) { 698 if (mflags & P_OUT_OF_MAP)
699 {
642 free_object(tmp); 700 free_object (tmp);
643 return 0; 701 return 0;
644 } 702 }
645 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 703 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
704 {
646 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 {
647 free_object(tmp); 707 free_object (tmp);
648 return 0; 708 return 0;
649 } 709 }
650 tmp->x=op->x; 710 tmp->x = op->x;
651 tmp->y=op->y; 711 tmp->y = op->y;
652 tmp->direction=absdir(tmp->direction+4); 712 tmp->direction = absdir (tmp->direction + 4);
653 tmp->map = op->map; 713 tmp->map = op->map;
654 } 714 }
655 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
716 {
656 check_bullet (tmp); 717 check_bullet (tmp);
657 } 718 }
658 return 1; 719 return 1;
659} 720}
660 721
661 722
662 723
663 724
667 * 728 *
668 *****************************************************************************/ 729 *****************************************************************************/
669 730
670 731
671/* drops an object based on what is in the cone's "other_arch" */ 732/* drops an object based on what is in the cone's "other_arch" */
733void
672void cone_drop(object *op) { 734cone_drop (object *op)
735{
673 object *new_ob = arch_to_object(op->other_arch); 736 object *new_ob = arch_to_object (op->other_arch);
674 737
675 new_ob->x = op->x; 738 new_ob->x = op->x;
676 new_ob->y = op->y; 739 new_ob->y = op->y;
677 new_ob->level = op->level; 740 new_ob->level = op->level;
678 set_owner(new_ob,op->owner); 741 set_owner (new_ob, op->owner);
679 742
680 /* preserve skill ownership */ 743 /* preserve skill ownership */
681 if(op->skill && op->skill != new_ob->skill) { 744 if (op->skill && op->skill != new_ob->skill)
682 if (new_ob->skill) free_string(new_ob->skill);
683 new_ob->skill = add_refcount(op->skill);
684 } 745 {
746 new_ob->skill = op->skill;
747 }
685 insert_ob_in_map(new_ob,op->map,op,0); 748 insert_ob_in_map (new_ob, op->map, op, 0);
686 749
687} 750}
688 751
689/* move_cone: causes cone object 'op' to move a space/hit creatures */ 752/* move_cone: causes cone object 'op' to move a space/hit creatures */
690 753
754void
691void move_cone(object *op) { 755move_cone (object *op)
756{
692 int i; 757 int i;
693 tag_t tag;
694 758
695 /* if no map then hit_map will crash so just ignore object */ 759 /* if no map then hit_map will crash so just ignore object */
696 if (! op->map) { 760 if (!op->map)
697 LOG(llevError,"Tried to move_cone object %s without a map.\n", 761 {
698 op->name ? op->name : "unknown"); 762 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
699 op->speed = 0; 763 op->speed = 0;
700 update_ob_speed (op); 764 update_ob_speed (op);
701 return; 765 return;
702 } 766 }
703 767
704 /* lava saves it's life, but not yours :) */ 768 /* lava saves it's life, but not yours :) */
705 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 769 if (QUERY_FLAG (op, FLAG_LIFESAVE))
770 {
706 hit_map(op,0,op->attacktype,0); 771 hit_map (op, 0, op->attacktype, 0);
707 return; 772 return;
708 } 773 }
709 774
710#if 0 775#if 0
711 /* Disable this - enabling it makes monsters easier, as 776 /* Disable this - enabling it makes monsters easier, as
712 * when their cone dies when they die. 777 * when their cone dies when they die.
713 */ 778 */
714 /* If no owner left, the spell dies out. */ 779 /* If no owner left, the spell dies out. */
715 if(get_owner(op)==NULL) { 780 if (get_owner (op) == NULL)
781 {
716 remove_ob(op); 782 remove_ob (op);
717 free_object(op); 783 free_object (op);
718 return; 784 return;
719 } 785 }
720#endif 786#endif
721 787
722 tag = op->count;
723 hit_map(op,0,op->attacktype,0); 788 hit_map (op, 0, op->attacktype, 0);
724 789
725 /* Check to see if we should push anything. 790 /* Check to see if we should push anything.
726 * Spell objects with weight push whatever they encounter to some 791 * Spell objects with weight push whatever they encounter to some
727 * degree. 792 * degree.
728 */ 793 */
794 if (op->weight)
729 if(op->weight) check_spell_knockback(op); 795 check_spell_knockback (op);
730 796
731 if (was_destroyed (op, tag)) 797 if (op->destroyed ())
798 return;
799
800 if ((op->duration--) < 0)
801 {
802 remove_ob (op);
803 free_object (op);
732 return; 804 return;
733
734 if((op->duration--)<0) {
735 remove_ob(op);
736 free_object(op);
737 return;
738 } 805 }
739 /* Object has hit maximum range, so don't have it move 806 /* Object has hit maximum range, so don't have it move
740 * any further. When the duration above expires, 807 * any further. When the duration above expires,
741 * then the object will get removed. 808 * then the object will get removed.
742 */ 809 */
743 if (--op->range < 0) { 810 if (--op->range < 0)
744 op->range=0; /* just so it doesn't wrap */
745 return;
746 } 811 {
812 op->range = 0; /* just so it doesn't wrap */
813 return;
814 }
747 815
748 for(i= -1;i<2;i++) { 816 for (i = -1; i < 2; i++)
749 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 817 {
750 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 818 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
751 819
752 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 820 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
821 {
753 object *tmp=get_object(); 822 object *tmp = get_object ();
823
754 copy_object(op, tmp); 824 copy_object (op, tmp);
755 tmp->x=x; 825 tmp->x = x;
756 tmp->y=y; 826 tmp->y = y;
757 827
758 tmp->duration = op->duration + 1; 828 tmp->duration = op->duration + 1;
759 829
760 /* Use for spell tracking - see ok_to_put_more() */ 830 /* Use for spell tracking - see ok_to_put_more() */
761 tmp->stats.maxhp = op->stats.maxhp; 831 tmp->stats.maxhp = op->stats.maxhp;
762 insert_ob_in_map(tmp,op->map,op,0); 832 insert_ob_in_map (tmp, op->map, op, 0);
763 if (tmp->other_arch) cone_drop(tmp); 833 if (tmp->other_arch)
764 } 834 cone_drop (tmp);
835 }
765 } 836 }
766} 837}
767 838
768/* cast_cone: casts a cone spell. 839/* cast_cone: casts a cone spell.
769 * op: person firing the object. 840 * op: person firing the object.
771 * dir: direction to fire in. 842 * dir: direction to fire in.
772 * spell: spell that is being fired. It uses other_arch for the archetype 843 * spell: spell that is being fired. It uses other_arch for the archetype
773 * to fire. 844 * to fire.
774 * returns 0 on failure, 1 on success. 845 * returns 0 on failure, 1 on success.
775 */ 846 */
847int
776int cast_cone(object *op, object *caster,int dir, object *spell) 848cast_cone (object *op, object *caster, int dir, object *spell)
777{ 849{
778 object *tmp; 850 object *tmp;
779 int i,success=0,range_min= -1,range_max=1; 851 int i, success = 0, range_min = -1, range_max = 1;
780 mapstruct *m; 852 mapstruct *m;
781 sint16 sx, sy; 853 sint16 sx, sy;
782 MoveType movetype; 854 MoveType movetype;
783 855
784 if (!spell->other_arch) return 0; 856 if (!spell->other_arch)
785
786 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
787 op->attacktype & AT_TURN_UNDEAD) {
788 new_draw_info(NDI_UNIQUE, 0,op,
789 "Your undead nature prevents you from turning undead!");
790 return 0; 857 return 0;
858
859 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
791 } 860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
862 return 0;
863 }
792 864
793 if(!dir) { 865 if (!dir)
794 range_min= 0;
795 range_max=8;
796 } 866 {
867 range_min = 0;
868 range_max = 8;
869 }
797 870
798 /* Need to know what the movetype of the object we are about 871 /* Need to know what the movetype of the object we are about
799 * to create is, so we can know if the space we are about to 872 * to create is, so we can know if the space we are about to
800 * insert it into is blocked. 873 * insert it into is blocked.
801 */ 874 */
802 movetype = spell->other_arch->clone.move_type; 875 movetype = spell->other_arch->clone.move_type;
803 876
804 for(i=range_min;i<=range_max;i++) { 877 for (i = range_min; i <= range_max; i++)
878 {
805 sint16 x,y, d; 879 sint16 x, y, d;
806 880
807 /* We can't use absdir here, because it never returns 881 /* We can't use absdir here, because it never returns
808 * 0. If this is a rune, we want to hit the person on top 882 * 0. If this is a rune, we want to hit the person on top
809 * of the trap (d==0). If it is not a rune, then we don't want 883 * of the trap (d==0). If it is not a rune, then we don't want
810 * to hit that person. 884 * to hit that person.
811 */ 885 */
812 d = dir + i; 886 d = dir + i;
813 while (d < 0) d+=8; 887 while (d < 0)
814 while (d > 8) d-=8; 888 d += 8;
889 while (d > 8)
890 d -= 8;
815 891
816 /* If it's not a rune, we don't want to blast the caster. 892 /* If it's not a rune, we don't want to blast the caster.
817 * In that case, we have to see - if dir is specified, 893 * In that case, we have to see - if dir is specified,
818 * turn this into direction 8. If dir is not specified (all 894 * turn this into direction 8. If dir is not specified (all
819 * direction) skip - otherwise, one line would do more damage 895 * direction) skip - otherwise, one line would do more damage
820 * becase 0 direction will go through 9 directions - necessary 896 * becase 0 direction will go through 9 directions - necessary
821 * for the rune code. 897 * for the rune code.
822 */ 898 */
823 if (caster->type != RUNE && d==0) { 899 if (caster->type != RUNE && d == 0)
824 if (dir!=0) d=8; 900 {
825 else continue; 901 if (dir != 0)
826 } 902 d = 8;
903 else
904 continue;
905 }
827 906
828 x = op->x+freearr_x[d]; 907 x = op->x + freearr_x[d];
829 y = op->y+freearr_y[d]; 908 y = op->y + freearr_y[d];
830 909
831 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 910 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
832 continue; 911 continue;
833 912
834 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
835 continue; 914 continue;
836 915
837 success=1; 916 success = 1;
838 tmp=arch_to_object(spell->other_arch); 917 tmp = arch_to_object (spell->other_arch);
839 set_owner(tmp,op); 918 set_owner (tmp, op);
840 set_spell_skill(op, caster, spell, tmp); 919 set_spell_skill (op, caster, spell, tmp);
841 tmp->level = caster_level (caster, spell); 920 tmp->level = caster_level (caster, spell);
842 tmp->x = sx; 921 tmp->x = sx;
843 tmp->y = sy; 922 tmp->y = sy;
844 tmp->attacktype=spell->attacktype; 923 tmp->attacktype = spell->attacktype;
845 924
846 /* holy word stuff */ 925 /* holy word stuff */
847 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
848 if(!tailor_god_spell(tmp,op)) return 0; 927 if (!tailor_god_spell (tmp, op))
849 } 928 return 0;
850 929
851 if(dir) 930 if (dir)
852 tmp->stats.sp=dir; 931 tmp->stats.sp = dir;
853 else 932 else
854 tmp->stats.sp=i; 933 tmp->stats.sp = i;
855 934
856 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 935 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
857 936
858 /* If casting it in all directions, it doesn't go as far */ 937 /* If casting it in all directions, it doesn't go as far */
859 if (dir == 0) { 938 if (dir == 0)
939 {
860 tmp->range /= 4; 940 tmp->range /= 4;
861 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 941 if (tmp->range < 2 && spell->range >= 2)
862 } 942 tmp->range = 2;
943 }
944
863 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 945 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
864 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 946 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
865 947
866 /* Special bonus for fear attacks */ 948 /* Special bonus for fear attacks */
867 if (tmp->attacktype & AT_FEAR) { 949 if (tmp->attacktype & AT_FEAR)
868 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 950 {
869 else 951 if (caster->type == PLAYER)
952 tmp->duration += fear_bonus[caster->stats.Cha];
953 else
870 tmp->duration += caster->level/3; 954 tmp->duration += caster->level / 3;
871 } 955 }
956
872 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 957 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
873 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 958 {
874 else 959 if (caster->type == PLAYER)
960 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
961 else
875 tmp->duration += caster->level/3; 962 tmp->duration += caster->level / 3;
876 } 963 }
877 964
878
879 if ( !(tmp->move_type & MOVE_FLY_LOW)) 965 if (!(tmp->move_type & MOVE_FLY_LOW))
880 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 966 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
881 spell->other_arch->name);
882 967
883 if (!tmp->move_on && tmp->stats.dam) { 968 if (!tmp->move_on && tmp->stats.dam)
884 LOG (llevDebug, 969 {
885 "cast_cone(): arch %s doesn't have move_on set\n", 970 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
886 spell->other_arch->name); 971 }
887 } 972
888 insert_ob_in_map(tmp,m,op,0); 973 insert_ob_in_map (tmp, m, op, 0);
889 974
890 /* This is used for tracking spells so that one effect doesn't hit 975 /* This is used for tracking spells so that one effect doesn't hit
891 * a single space too many times. 976 * a single space too many times.
892 */ 977 */
893 tmp->stats.maxhp = tmp->count; 978 tmp->stats.maxhp = tmp->count;
894 979
895 if(tmp->other_arch) cone_drop(tmp); 980 if (tmp->other_arch)
981 cone_drop (tmp);
896 } 982 }
983
897 return success; 984 return success;
898} 985}
899 986
900/**************************************************************************** 987/****************************************************************************
901 * 988 *
902 * BOMB related code 989 * BOMB related code
905 992
906 993
907/* This handles an exploding bomb. 994/* This handles an exploding bomb.
908 * op is the original bomb object. 995 * op is the original bomb object.
909 */ 996 */
997void
910void animate_bomb(object *op) { 998animate_bomb (object *op)
999{
911 int i; 1000 int i;
912 object *env, *tmp; 1001 object *env, *tmp;
913 archetype *at; 1002 archetype *at;
914 1003
915 if(op->state!=NUM_ANIMATIONS(op)-1) 1004 if (op->state != NUM_ANIMATIONS (op) - 1)
916 return; 1005 return;
917 1006
918
919 env = object_get_env_recursive(op); 1007 env = object_get_env_recursive (op);
920 1008
921 if (op->env) { 1009 if (op->env)
1010 {
922 if (env->map == NULL) 1011 if (env->map == NULL)
923 return;
924
925 if (env->type == PLAYER)
926 esrv_del_item(env->contr, op->count);
927
928 remove_ob(op);
929 op->x = env->x;
930 op->y = env->y;
931 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL)
932 return;
933 }
934
935 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
936 // on a safe map. I don't like this special casing, but it seems to be neccessary
937 // as bombs can be carried.
938 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
939 {
940 remove_ob (op);
941 free_object (op);
942 return; 1012 return;
1013
1014 if (env->type == PLAYER)
1015 esrv_del_item (env->contr, op->count);
1016
1017 remove_ob (op);
1018 op->x = env->x;
1019 op->y = env->y;
1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1021 return;
943 } 1022 }
944 1023
1024 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1025 // on a safe map. I don't like this special casing, but it seems to be neccessary
1026 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1028 {
1029 remove_ob (op);
1030 free_object (op);
1031 return;
1032 }
1033
945 /* This copies a lot of the code from the fire bullet, 1034 /* This copies a lot of the code from the fire bullet,
946 * but using the cast_bullet isn't really feasible, 1035 * but using the cast_bullet isn't really feasible,
947 * so just set up the appropriate values. 1036 * so just set up the appropriate values.
948 */ 1037 */
949 at = find_archetype(SPLINT); 1038 at = archetype::find (SPLINT);
950 if (at) { 1039 if (at)
951 for(i=1;i<9;i++) { 1040 {
1041 for (i = 1; i < 9; i++)
1042 {
952 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 1043 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
953 continue; 1044 continue;
954 tmp = arch_to_object(at); 1045 tmp = arch_to_object (at);
955 tmp->direction = i; 1046 tmp->direction = i;
956 tmp->range = op->range; 1047 tmp->range = op->range;
957 tmp->stats.dam = op->stats.dam; 1048 tmp->stats.dam = op->stats.dam;
958 tmp->duration = op->duration; 1049 tmp->duration = op->duration;
959 tmp->attacktype = op->attacktype; 1050 tmp->attacktype = op->attacktype;
960 copy_owner (tmp, op); 1051 copy_owner (tmp, op);
961 if(op->skill && op->skill != tmp->skill) { 1052 if (op->skill && op->skill != tmp->skill)
962 if (tmp->skill) free_string(tmp->skill); 1053 {
963 tmp->skill = add_refcount(op->skill); 1054 tmp->skill = op->skill;
964 } 1055 }
965 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
966 SET_ANIMATION(tmp, i); 1057 SET_ANIMATION (tmp, i);
967 tmp->x = op->x + freearr_x[i]; 1058 tmp->x = op->x + freearr_x[i];
968 tmp->y = op->y + freearr_x[i]; 1059 tmp->y = op->y + freearr_x[i];
969 insert_ob_in_map(tmp, op->map, op, 0); 1060 insert_ob_in_map (tmp, op->map, op, 0);
970 move_bullet(tmp); 1061 move_bullet (tmp);
971 } 1062 }
972 } 1063 }
973 1064
974 explode_bullet(op); 1065 explode_bullet (op);
975} 1066}
976 1067
1068int
977int create_bomb(object *op,object *caster,int dir, object *spell) { 1069create_bomb (object *op, object *caster, int dir, object *spell)
1070{
978 1071
979 object *tmp; 1072 object *tmp;
980 int mflags; 1073 int mflags;
981 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1074 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
982 mapstruct *m; 1075 mapstruct *m;
983 1076
984 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1077 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
985 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1078 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1079 {
986 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1080 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
987 return 0; 1081 return 0;
988 } 1082 }
989 tmp=arch_to_object(spell->other_arch); 1083 tmp = arch_to_object (spell->other_arch);
990 1084
991 /* level dependencies for bomb */ 1085 /* level dependencies for bomb */
992 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
993 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1087 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
994 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
995 tmp->attacktype = spell->attacktype; 1089 tmp->attacktype = spell->attacktype;
996 1090
997 set_owner(tmp,op); 1091 set_owner (tmp, op);
998 set_spell_skill(op, caster, spell, tmp); 1092 set_spell_skill (op, caster, spell, tmp);
999 tmp->x=dx; 1093 tmp->x = dx;
1000 tmp->y=dy; 1094 tmp->y = dy;
1001 insert_ob_in_map(tmp,m,op,0); 1095 insert_ob_in_map (tmp, m, op, 0);
1002 return 1; 1096 return 1;
1003} 1097}
1004 1098
1005/**************************************************************************** 1099/****************************************************************************
1006 * 1100 *
1007 * smite related spell code. 1101 * smite related spell code.
1015 * dir is the direction to look in. 1109 * dir is the direction to look in.
1016 * range is how far out to look. 1110 * range is how far out to look.
1017 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1111 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1018 * this info is used for blocked magic/unholy spaces. 1112 * this info is used for blocked magic/unholy spaces.
1019 */ 1113 */
1020 1114
1115object *
1021object *get_pointed_target(object *op, int dir, int range, int type) { 1116get_pointed_target (object *op, int dir, int range, int type)
1117{
1022 object *target; 1118 object *target;
1023 sint16 x,y; 1119 sint16 x, y;
1024 int dist, mflags; 1120 int dist, mflags;
1025 mapstruct *mp; 1121 mapstruct *mp;
1026 1122
1027 if (dir==0) return NULL; 1123 if (dir == 0)
1028
1029 for (dist=1; dist<range; dist++) {
1030 x = op->x + freearr_x[dir] * dist;
1031 y = op->y + freearr_y[dir] * dist;
1032 mp = op->map;
1033 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1034
1035 if (mflags & P_OUT_OF_MAP) return NULL;
1036 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1037 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1038 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1039
1040 if (mflags & P_IS_ALIVE) {
1041 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1042 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1043 return target;
1044 }
1045 }
1046 }
1047 }
1048 return NULL; 1124 return NULL;
1125
1126 for (dist = 1; dist < range; dist++)
1127 {
1128 x = op->x + freearr_x[dir] * dist;
1129 y = op->y + freearr_y[dir] * dist;
1130 mp = op->map;
1131 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1132
1133 if (mflags & P_OUT_OF_MAP)
1134 return NULL;
1135 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1136 return NULL;
1137 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1138 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL;
1141
1142 if (mflags & P_IS_ALIVE)
1143 {
1144 for (target = get_map_ob (mp, x, y); target; target = target->above)
1145 {
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target;
1149 }
1150 }
1151 }
1152 }
1153 return NULL;
1049} 1154}
1050 1155
1051 1156
1052/* cast_smite_arch() - the priest points to a creature and causes 1157/* cast_smite_arch() - the priest points to a creature and causes
1053 * a 'godly curse' to decend. 1158 * a 'godly curse' to decend.
1056 * caster = object casting the spell. 1161 * caster = object casting the spell.
1057 * dir = direction being cast 1162 * dir = direction being cast
1058 * spell = spell object 1163 * spell = spell object
1059 */ 1164 */
1060 1165
1166int
1061int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1167cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{
1062 object *effect, *target; 1169 object *effect, *target;
1063 object *god = find_god(determine_god(op)); 1170 object *god = find_god (determine_god (op));
1064 int range; 1171 int range;
1065 1172
1066 range = spell->range + SP_level_range_adjust(caster,spell); 1173 range = spell->range + SP_level_range_adjust (caster, spell);
1067 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1174 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1068 1175
1069 /* Bunch of conditions for casting this spell. Note that only 1176 /* Bunch of conditions for casting this spell. Note that only
1070 * require a god if this is a cleric spell (requires grace). 1177 * require a god if this is a cleric spell (requires grace).
1071 * This makes this spell much more general purpose - it can be used 1178 * This makes this spell much more general purpose - it can be used
1072 * by wizards also, which is good, because I think this is a very 1179 * by wizards also, which is good, because I think this is a very
1073 * interesting spell. 1180 * interesting spell.
1074 * if it is a cleric spell, you need a god, and the creature 1181 * if it is a cleric spell, you need a god, and the creature
1075 * can't be friendly to your god. 1182 * can't be friendly to your god.
1076 */ 1183 */
1077 1184
1078 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1185 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1079 ||(!god && spell->stats.grace) 1186 || (!god && spell->stats.grace)
1080 ||(target->title && god && !strcmp(target->title,god->name)) 1187 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1081 ||(target->race && god && strstr(target->race,god->race))) { 1188 {
1082 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1083 return 0; 1190 return 0;
1084 } 1191 }
1085 1192
1086 if (spell->other_arch) 1193 if (spell->other_arch)
1087 effect = arch_to_object(spell->other_arch); 1194 effect = arch_to_object (spell->other_arch);
1088 else 1195 else
1089 return 0; 1196 return 0;
1090 1197
1091 /* tailor the effect by priest level and worshipped God */ 1198 /* tailor the effect by priest level and worshipped God */
1092 effect->level = caster_level (caster, spell); 1199 effect->level = caster_level (caster, spell);
1093 effect->attacktype = spell->attacktype; 1200 effect->attacktype = spell->attacktype;
1094 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1201 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1202 {
1095 if(tailor_god_spell(effect,op)) 1203 if (tailor_god_spell (effect, op))
1096 new_draw_info_format(NDI_UNIQUE,0,op, 1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1097 "%s answers your call!",determine_god(op));
1098 else { 1205 else
1206 {
1099 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1207 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1100 return 0; 1208 return 0;
1101 } 1209 }
1102 } 1210 }
1103 1211
1104 /* size of the area of destruction */ 1212 /* size of the area of destruction */
1105 effect->range=spell->range + 1213 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1106 SP_level_range_adjust(caster,spell); 1214 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1107 effect->duration=spell->duration +
1108 SP_level_range_adjust(caster,spell);
1109 1215
1110 if (effect->attacktype & AT_DEATH) { 1216 if (effect->attacktype & AT_DEATH)
1111 effect->level=spell->stats.dam + 1217 {
1112 SP_level_dam_adjust(caster,spell); 1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1113 1219
1114 /* casting death spells at undead isn't a good thing */ 1220 /* casting death spells at undead isn't a good thing */
1115 if QUERY_FLAG(target, FLAG_UNDEAD) { 1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD)
1223 {
1116 if(random_roll(0, 2, op, PREFER_LOW)) { 1224 if (random_roll (0, 2, op, PREFER_LOW))
1225 {
1117 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1118 effect->x=op->x; 1227 effect->x = op->x;
1119 effect->y=op->y; 1228 effect->y = op->y;
1120 } else { 1229 }
1121 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1230 else
1122 query_name(target)); 1231 {
1232 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1123 target->stats.hp = target->stats.maxhp*2; 1233 target->stats.hp = target->stats.maxhp * 2;
1124 free_object(effect); 1234 free_object (effect);
1125 return 0; 1235 return 0;
1236 }
1237 }
1126 } 1238 }
1127 } 1239 else
1128 } else { 1240 {
1129 /* how much woe to inflict :) */ 1241 /* how much woe to inflict :) */
1130 effect->stats.dam=spell->stats.dam + 1242 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1131 SP_level_dam_adjust(caster,spell);
1132 } 1243 }
1133 1244
1134 set_owner(effect,op); 1245 set_owner (effect, op);
1135 set_spell_skill(op, caster, spell, effect); 1246 set_spell_skill (op, caster, spell, effect);
1136 1247
1137 /* ok, tell it where to be, and insert! */ 1248 /* ok, tell it where to be, and insert! */
1138 effect->x=target->x; 1249 effect->x = target->x;
1139 effect->y=target->y; 1250 effect->y = target->y;
1140 insert_ob_in_map(effect,target->map,op,0); 1251 insert_ob_in_map (effect, target->map, op, 0);
1141 1252
1142 return 1; 1253 return 1;
1143} 1254}
1144 1255
1145 1256
1146/**************************************************************************** 1257/****************************************************************************
1147 * 1258 *
1149 * note that the fire_bullet is used to fire the missile. The 1260 * note that the fire_bullet is used to fire the missile. The
1150 * code here is just to move the missile. 1261 * code here is just to move the missile.
1151 ****************************************************************************/ 1262 ****************************************************************************/
1152 1263
1153/* op is a missile that needs to be moved */ 1264/* op is a missile that needs to be moved */
1265void
1154void move_missile(object *op) { 1266move_missile (object *op)
1267{
1155 int i, mflags; 1268 int i, mflags;
1156 object *owner; 1269 object *owner;
1157 sint16 new_x, new_y; 1270 sint16 new_x, new_y;
1158 mapstruct *m; 1271 mapstruct *m;
1159 1272
1160 if (op->range-- <=0) { 1273 if (op->range-- <= 0)
1161 remove_ob(op);
1162 free_object(op);
1163 return;
1164 } 1274 {
1275 remove_ob (op);
1276 free_object (op);
1277 return;
1278 }
1165 1279
1166 owner = get_owner(op); 1280 owner = get_owner (op);
1167#if 0 1281#if 0
1168 /* It'd make things nastier if this wasn't here - spells cast by 1282 /* It'd make things nastier if this wasn't here - spells cast by
1169 * monster that are then killed would continue to survive 1283 * monster that are then killed would continue to survive
1170 */ 1284 */
1171 if (owner == NULL) { 1285 if (owner == NULL)
1286 {
1172 remove_ob(op); 1287 remove_ob (op);
1173 free_object(op); 1288 free_object (op);
1174 return; 1289 return;
1175 } 1290 }
1176#endif 1291#endif
1177 1292
1178 new_x = op->x + DIRX(op); 1293 new_x = op->x + DIRX (op);
1179 new_y = op->y + DIRY(op); 1294 new_y = op->y + DIRY (op);
1180 1295
1181 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1296 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1182 1297
1183 if (!(mflags & P_OUT_OF_MAP) &&
1184 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1298 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1185 tag_t tag = op->count; 1299 {
1186 hit_map (op, op->direction, AT_MAGIC, 1); 1300 hit_map (op, op->direction, AT_MAGIC, 1);
1187 /* Basically, missile only hits one thing then goes away. 1301 /* Basically, missile only hits one thing then goes away.
1188 * we need to remove it if someone hasn't already done so. 1302 * we need to remove it if someone hasn't already done so.
1189 */ 1303 */
1190 if ( ! was_destroyed (op, tag)) { 1304 if (!op->destroyed ())
1305 free_object (op);
1306
1307 return;
1308 }
1309
1191 remove_ob (op); 1310 remove_ob (op);
1192 free_object(op);
1193 }
1194 return;
1195 }
1196 1311
1197 remove_ob(op);
1198 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1312 if (!op->direction || (mflags & P_OUT_OF_MAP))
1199 free_object(op);
1200 return;
1201 } 1313 {
1314 free_object (op);
1315 return;
1316 }
1317
1202 op->x = new_x; 1318 op->x = new_x;
1203 op->y = new_y; 1319 op->y = new_y;
1204 op->map = m; 1320 op->map = m;
1205 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1206 if(i > 0 && i != op->direction){ 1322 if (i > 0 && i != op->direction)
1323 {
1207 op->direction=i; 1324 op->direction = i;
1208 SET_ANIMATION(op, op->direction); 1325 SET_ANIMATION (op, op->direction);
1209 } 1326 }
1327
1210 insert_ob_in_map(op,op->map,op,0); 1328 insert_ob_in_map (op, op->map, op, 0);
1211} 1329}
1212 1330
1213/**************************************************************************** 1331/****************************************************************************
1214 * Destruction 1332 * Destruction
1215 ****************************************************************************/ 1333 ****************************************************************************/
1334
1216/* make_object_glow() - currently only makes living objects glow. 1335/* make_object_glow() - currently only makes living objects glow.
1217 * we do this by creating a force and inserting it in the 1336 * we do this by creating a force and inserting it in the
1218 * object. if time is 0, the object glows permanently. To truely 1337 * object. if time is 0, the object glows permanently. To truely
1219 * make this work for non-living objects, we would have to 1338 * make this work for non-living objects, we would have to
1220 * give them the capability to have an inventory. b.t. 1339 * give them the capability to have an inventory. b.t.
1221 */ 1340 */
1222 1341
1342int
1223int make_object_glow(object *op, int radius, int time) { 1343make_object_glow (object *op, int radius, int time)
1344{
1224 object *tmp; 1345 object *tmp;
1225 1346
1226 /* some things are unaffected... */ 1347 /* some things are unaffected... */
1227 if(op->path_denied&PATH_LIGHT) 1348 if (op->path_denied & PATH_LIGHT)
1228 return 0; 1349 return 0;
1229 1350
1230 tmp=get_archetype(FORCE_NAME); 1351 tmp = get_archetype (FORCE_NAME);
1231 tmp->speed = 0.01; 1352 tmp->speed = 0.01;
1232 tmp->stats.food = time; 1353 tmp->stats.food = time;
1233 SET_FLAG(tmp, FLAG_IS_USED_UP); 1354 SET_FLAG (tmp, FLAG_IS_USED_UP);
1234 tmp->glow_radius=radius; 1355 tmp->glow_radius = radius;
1235 if (tmp->glow_radius > MAX_LIGHT_RADII) 1356 if (tmp->glow_radius > MAX_LIGHT_RADII)
1236 tmp->glow_radius = MAX_LIGHT_RADII; 1357 tmp->glow_radius = MAX_LIGHT_RADII;
1237 1358
1238 tmp->x=op->x; 1359 tmp->x = op->x;
1239 tmp->y=op->y; 1360 tmp->y = op->y;
1240 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */ 1361 if (tmp->speed < MIN_ACTIVE_SPEED)
1362 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1241 tmp=insert_ob_in_ob(tmp,op); 1363 tmp = insert_ob_in_ob (tmp, op);
1242 if (tmp->glow_radius > op->glow_radius) 1364 if (tmp->glow_radius > op->glow_radius)
1243 op->glow_radius = tmp->glow_radius; 1365 op->glow_radius = tmp->glow_radius;
1244 1366
1245 if(!tmp->env||op!=tmp->env) { 1367 if (!tmp->env || op != tmp->env)
1368 {
1246 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n", 1369 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1247 op->name); 1370 return 0;
1248 return 0;
1249 } 1371 }
1250 return 1; 1372 return 1;
1251} 1373}
1252 1374
1253 1375
1254
1255 1376
1377
1378int
1256int cast_destruction(object *op, object *caster, object *spell_ob) { 1379cast_destruction (object *op, object *caster, object *spell_ob)
1380{
1257 int i,j, range, mflags, friendly=0, dam, dur; 1381 int i, j, range, mflags, friendly = 0, dam, dur;
1258 sint16 sx,sy; 1382 sint16 sx, sy;
1259 mapstruct *m; 1383 mapstruct *m;
1260 object *tmp; 1384 object *tmp;
1261 const char *skill; 1385 const char *skill;
1262 1386
1263 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1387 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1264 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1388 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1265 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1389 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1266 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1390 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1391 friendly = 1;
1267 1392
1268 /* destruction doesn't use another spell object, so we need 1393 /* destruction doesn't use another spell object, so we need
1269 * update op's skill pointer so that exp is properly awarded. 1394 * update op's skill pointer so that exp is properly awarded.
1270 * We do some shortcuts here - since this is just temporary 1395 * We do some shortcuts here - since this is just temporary
1271 * and we'll reset the values back, we don't need to go through 1396 * and we'll reset the values back, we don't need to go through
1272 * the full share string/free_string route. 1397 * the full share string/free_string route.
1273 */ 1398 */
1274 skill = op->skill; 1399 skill = op->skill;
1400 if (caster == op)
1275 if (caster == op) op->skill = spell_ob->skill; 1401 op->skill = spell_ob->skill;
1276 else if (caster->skill) op->skill = caster->skill; 1402 else if (caster->skill)
1403 op->skill = caster->skill;
1404 else
1277 else op->skill = NULL; 1405 op->skill = NULL;
1278 1406
1279 change_skill(op, find_skill_by_name(op, op->skill), 1); 1407 change_skill (op, find_skill_by_name (op, op->skill), 1);
1280 1408
1281 for(i= -range; i<range; i++) { 1409 for (i = -range; i < range; i++)
1410 {
1282 for(j=-range; j<range ; j++) { 1411 for (j = -range; j < range; j++)
1412 {
1283 m = op->map; 1413 m = op->map;
1284 sx = op->x + i; 1414 sx = op->x + i;
1285 sy = op->y + j; 1415 sy = op->y + j;
1286 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1287 if (mflags & P_OUT_OF_MAP) continue; 1417 if (mflags & P_OUT_OF_MAP)
1418 continue;
1288 if (mflags & P_IS_ALIVE) { 1419 if (mflags & P_IS_ALIVE)
1420 {
1289 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1421 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1422 {
1290 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1291 } 1424 break;
1292 if (tmp) { 1425 }
1293 if (tmp->head) tmp=tmp->head; 1426 if (tmp)
1427 {
1428 if (tmp->head)
1429 tmp = tmp->head;
1294 1430
1295 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1431 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1296 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1432 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1297 if (spell_ob->subtype == SP_DESTRUCTION) { 1433 {
1434 if (spell_ob->subtype == SP_DESTRUCTION)
1435 {
1298 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1299 if (spell_ob->other_arch) { 1437 if (spell_ob->other_arch)
1300 tmp = arch_to_object(spell_ob->other_arch); 1438 {
1301 tmp->x = sx; 1439 tmp = arch_to_object (spell_ob->other_arch);
1302 tmp->y = sy; 1440 tmp->x = sx;
1303 insert_ob_in_map(tmp, m, op, 0); 1441 tmp->y = sy;
1304 } 1442 insert_ob_in_map (tmp, m, op, 0);
1305 } 1443 }
1306 else if (spell_ob->subtype == SP_FAERY_FIRE && 1444 }
1307 tmp->resist[ATNR_MAGIC]!=100) { 1445 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1446 {
1308 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1309 object *effect = arch_to_object(spell_ob->other_arch); 1449 object *effect = arch_to_object (spell_ob->other_arch);
1310 effect->x = sx; 1450
1311 effect->y = sy; 1451 effect->x = sx;
1312 insert_ob_in_map(effect, m, op, 0); 1452 effect->y = sy;
1313 } 1453 insert_ob_in_map (effect, m, op, 0);
1314 } 1454 }
1315 } 1455 }
1316 } 1456 }
1457 }
1458 }
1459 }
1317 } 1460 }
1318 }
1319 }
1320 op->skill = skill; 1461 op->skill = skill;
1321 return 1; 1462 return 1;
1322} 1463}
1323 1464
1324/*************************************************************************** 1465/***************************************************************************
1325 * 1466 *
1326 * CURSE 1467 * CURSE
1327 * 1468 *
1328 ***************************************************************************/ 1469 ***************************************************************************/
1329 1470
1471int
1330int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1472cast_curse (object *op, object *caster, object *spell_ob, int dir)
1473{
1331 object *god = find_god(determine_god(op)); 1474 object *god = find_god (determine_god (op));
1332 object *tmp, *force; 1475 object *tmp, *force;
1333 1476
1334 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1477 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1335 spell_ob->range, SPELL_GRACE);
1336 if (!tmp) { 1478 if (!tmp)
1337 new_draw_info(NDI_UNIQUE, 0, op,
1338 "There is no one in that direction to curse.");
1339 return 0;
1340 } 1479 {
1480 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1481 return 0;
1482 }
1341 1483
1342 /* If we've already got a force of this type, don't add a new one. */ 1484 /* If we've already got a force of this type, don't add a new one. */
1343 for(force=tmp->inv; force!=NULL; force=force->below) { 1485 for (force = tmp->inv; force != NULL; force = force->below)
1486 {
1344 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1487 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1488 {
1345 if (force->name == spell_ob->name) { 1489 if (force->name == spell_ob->name)
1346 break; 1490 {
1347 } 1491 break;
1492 }
1348 else if (spell_ob->race && spell_ob->race == force->name) { 1493 else if (spell_ob->race && spell_ob->race == force->name)
1349 new_draw_info_format(NDI_UNIQUE, 0, op, 1494 {
1350 "You can not cast %s while %s is in effect", 1495 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1351 spell_ob->name, force->name_pl); 1496 return 0;
1352 return 0; 1497 }
1498 }
1353 } 1499 }
1354 }
1355 }
1356 1500
1357 if(force==NULL) { 1501 if (force == NULL)
1502 {
1358 force=get_archetype(FORCE_NAME); 1503 force = get_archetype (FORCE_NAME);
1359 force->subtype = FORCE_CHANGE_ABILITY; 1504 force->subtype = FORCE_CHANGE_ABILITY;
1360 free_string(force->name);
1361 if (spell_ob->race) 1505 if (spell_ob->race)
1362 force->name = add_refcount(spell_ob->race); 1506 force->name = spell_ob->race;
1363 else
1364 force->name = add_refcount(spell_ob->name);
1365 free_string(force->name_pl);
1366 force->name_pl = add_refcount(spell_ob->name);
1367
1368 } else { 1507 else
1508 force->name = spell_ob->name;
1509
1510 force->name_pl = spell_ob->name;
1511
1512 }
1513 else
1514 {
1369 int duration; 1515 int duration;
1370 1516
1371 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1517 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 if (duration > force->duration) { 1518 if (duration > force->duration)
1519 {
1373 force->duration = duration; 1520 force->duration = duration;
1374 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1375 } else { 1522 }
1523 else
1524 {
1376 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1525 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1377 } 1526 }
1378 return 1; 1527 return 1;
1379 } 1528 }
1380 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1529 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1381 force->speed = 1.0; 1530 force->speed = 1.0;
1382 force->speed_left = -1.0; 1531 force->speed_left = -1.0;
1383 SET_FLAG(force, FLAG_APPLIED); 1532 SET_FLAG (force, FLAG_APPLIED);
1384 1533
1385 if(god) { 1534 if (god)
1535 {
1386 if (spell_ob->last_grace) 1536 if (spell_ob->last_grace)
1387 force->path_repelled=god->path_repelled; 1537 force->path_repelled = god->path_repelled;
1388 if (spell_ob->last_grace) 1538 if (spell_ob->last_grace)
1389 force->path_denied=god->path_denied; 1539 force->path_denied = god->path_denied;
1390 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1540 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1391 "You are a victim of %s's curse!",god->name); 1541 }
1392 } else 1542 else
1393 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1543 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1394 1544
1395 1545
1396 if(tmp!=op && op->type==PLAYER) 1546 if (tmp != op && op->type == PLAYER)
1397 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1398 1548
1399 force->stats.ac = spell_ob->stats.ac; 1549 force->stats.ac = spell_ob->stats.ac;
1400 force->stats.wc = spell_ob->stats.wc; 1550 force->stats.wc = spell_ob->stats.wc;
1401 1551
1402 change_abil(tmp,force); /* Mostly to display any messages */ 1552 change_abil (tmp, force); /* Mostly to display any messages */
1403 insert_ob_in_ob(force,tmp); 1553 insert_ob_in_ob (force, tmp);
1404 fix_player(tmp); 1554 fix_player (tmp);
1405 return 1; 1555 return 1;
1406 1556
1407} 1557}
1408 1558
1409 1559
1410/********************************************************************** 1560/**********************************************************************
1414 ***********************************************************************/ 1564 ***********************************************************************/
1415 1565
1416/* This covers the various spells that change the moods of monsters - 1566/* This covers the various spells that change the moods of monsters -
1417 * makes them angry, peacful, friendly, etc. 1567 * makes them angry, peacful, friendly, etc.
1418 */ 1568 */
1569int
1419int mood_change(object *op, object *caster, object *spell) { 1570mood_change (object *op, object *caster, object *spell)
1571{
1420 object *tmp, *god, *head; 1572 object *tmp, *god, *head;
1421 int done_one, range, mflags, level, at, best_at; 1573 int done_one, range, mflags, level, at, best_at;
1422 sint16 x, y, nx, ny; 1574 sint16 x, y, nx, ny;
1423 mapstruct *m; 1575 mapstruct *m;
1424 const char *race; 1576 const char *race;
1425 1577
1426 /* We precompute some values here so that we don't have to keep 1578 /* We precompute some values here so that we don't have to keep
1427 * doing it over and over again. 1579 * doing it over and over again.
1428 */ 1580 */
1429 god=find_god(determine_god(op)); 1581 god = find_god (determine_god (op));
1430 level=caster_level(caster, spell); 1582 level = caster_level (caster, spell);
1431 range = spell->range + SP_level_range_adjust(caster, spell); 1583 range = spell->range + SP_level_range_adjust (caster, spell);
1432 1584
1433 /* On the bright side, no monster should ever have a race of GOD_... 1585 /* On the bright side, no monster should ever have a race of GOD_...
1434 * so even if the player doesn't worship a god, if race=GOD_.., it 1586 * so even if the player doesn't worship a god, if race=GOD_.., it
1435 * won't ever match anything. 1587 * won't ever match anything.
1436 */ 1588 */
1437 if (!spell->race) race=NULL; 1589 if (!spell->race)
1590 race = NULL;
1438 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1591 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1592 race = god->slaying;
1439 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1593 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1594 race = god->race;
1595 else
1440 else race = spell->race; 1596 race = spell->race;
1441
1442 1597
1598
1443 for (x = op->x - range; x <= op->x + range; x++) 1599 for (x = op->x - range; x <= op->x + range; x++)
1444 for (y = op->y - range; y <= op->y + range; y++) { 1600 for (y = op->y - range; y <= op->y + range; y++)
1601 {
1445 1602
1446 done_one=0; 1603 done_one = 0;
1447 m = op->map; 1604 m = op->map;
1448 nx = x; 1605 nx = x;
1449 ny = y; 1606 ny = y;
1450 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1451 if (mflags & P_OUT_OF_MAP) continue; 1608 if (mflags & P_OUT_OF_MAP)
1609 continue;
1452 1610
1453 /* If there is nothing living on this space, no need to go further */ 1611 /* If there is nothing living on this space, no need to go further */
1454 if (!(mflags & P_IS_ALIVE)) continue; 1612 if (!(mflags & P_IS_ALIVE))
1613 continue;
1455 1614
1456 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1457 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1616 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1617 break;
1458 1618
1459 /* There can be living objects that are not monsters */ 1619 /* There can be living objects that are not monsters */
1460 if (!tmp || tmp->type==PLAYER) continue; 1620 if (!tmp || tmp->type == PLAYER)
1621 continue;
1461 1622
1462 /* Only the head has meaningful data, so resolve to that */ 1623 /* Only the head has meaningful data, so resolve to that */
1463 if (tmp->head) head=tmp->head; 1624 if (tmp->head)
1464 else head=tmp; 1625 head = tmp->head;
1626 else
1627 head = tmp;
1465 1628
1466 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1629 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1467 if (race && head->race && !strstr(race, head->race)) continue; 1630 if (race && head->race && !strstr (race, head->race))
1631 continue;
1468 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue;
1469 1634
1470 /* Now do a bunch of stuff related to saving throws */ 1635 /* Now do a bunch of stuff related to saving throws */
1471 best_at = -1; 1636 best_at = -1;
1472 if (spell->attacktype) { 1637 if (spell->attacktype)
1638 {
1473 for (at=0; at < NROFATTACKS; at++) 1639 for (at = 0; at < NROFATTACKS; at++)
1474 if (spell->attacktype & (1 << at)) 1640 if (spell->attacktype & (1 << at))
1475 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1641 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1642 best_at = at;
1476 1643
1477 if (best_at == -1) at=0; 1644 if (best_at == -1)
1645 at = 0;
1478 else { 1646 else
1647 {
1479 if (head->resist[best_at] == 100) continue; 1648 if (head->resist[best_at] == 100)
1480 else at = head->resist[best_at] / 5; 1649 continue;
1481 } 1650 else
1651 at = head->resist[best_at] / 5;
1652 }
1482 at -= level / 5; 1653 at -= level / 5;
1483 if (did_make_save(head, head->level, at)) continue; 1654 if (did_make_save (head, head->level, at))
1484 } 1655 continue;
1656 }
1485 else /* spell->attacktype */ 1657 else /* spell->attacktype */
1486 /* 1658 /*
1487 Spell has no attacktype (charm & such), so we'll have a specific saving: 1659 Spell has no attacktype (charm & such), so we'll have a specific saving:
1488 * if spell level < monster level, no go 1660 * if spell level < monster level, no go
1489 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1661 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1490 1662
1491 The chance will then be in the range [20-70] percent, not too bad. 1663 The chance will then be in the range [20-70] percent, not too bad.
1492 1664
1493 This is required to fix the 'charm monster' abuse, where a player level 1 can 1665 This is required to fix the 'charm monster' abuse, where a player level 1 can
1494 charm a level 125 monster... 1666 charm a level 125 monster...
1495 1667
1496 Ryo, august 14th 1668 Ryo, august 14th
1497 */ 1669 */
1498 { 1670 {
1499 if ( head->level > level ) continue; 1671 if (head->level > level)
1672 continue;
1500 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1673 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1501 /* Failed, no effect */ 1674 /* Failed, no effect */
1502 continue; 1675 continue;
1503 } 1676 }
1504 1677
1505 /* Done with saving throw. Now start effecting the monster */ 1678 /* Done with saving throw. Now start effecting the monster */
1506 1679
1507 /* aggravation */ 1680 /* aggravation */
1508 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1681 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 {
1509 CLEAR_FLAG(head, FLAG_SLEEP); 1683 CLEAR_FLAG (head, FLAG_SLEEP);
1510 if (QUERY_FLAG(head, FLAG_FRIENDLY)) 1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1511 remove_friendly_object(head); 1685 remove_friendly_object (head);
1512 1686
1513 done_one = 1; 1687 done_one = 1;
1514 head->enemy = op; 1688 head->enemy = op;
1515 } 1689 }
1516 1690
1517 /* calm monsters */ 1691 /* calm monsters */
1518 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1692 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1693 {
1519 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1694 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1520 head->enemy = NULL; 1695 head->enemy = NULL;
1521 done_one = 1; 1696 done_one = 1;
1522 } 1697 }
1523 1698
1524 /* berserk monsters */ 1699 /* berserk monsters */
1525 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 {
1526 SET_FLAG(head, FLAG_BERSERK); 1702 SET_FLAG (head, FLAG_BERSERK);
1527 done_one = 1; 1703 done_one = 1;
1528 } 1704 }
1529 /* charm */ 1705 /* charm */
1530 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1706 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1707 {
1531 SET_FLAG(head, FLAG_FRIENDLY); 1708 SET_FLAG (head, FLAG_FRIENDLY);
1532 /* Prevent uncontolled outbreaks of self replicating monsters. 1709 /* Prevent uncontolled outbreaks of self replicating monsters.
1533 Typical use case is charm, go somwhere, use aggravation to make hostile. 1710 Typical use case is charm, go somwhere, use aggravation to make hostile.
1534 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1711 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1535 CLEAR_FLAG(head, FLAG_GENERATOR); 1712 CLEAR_FLAG (head, FLAG_GENERATOR);
1536 set_owner(head, op); 1713 set_owner (head, op);
1537 set_spell_skill(op, caster, spell, head); 1714 set_spell_skill (op, caster, spell, head);
1538 add_friendly_object(head); 1715 add_friendly_object (head);
1539 head->attack_movement = PETMOVE; 1716 head->attack_movement = PETMOVE;
1540 done_one = 1; 1717 done_one = 1;
1541 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1718 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1542 head->stats.exp = 0; 1719 head->stats.exp = 0;
1543 } 1720 }
1544 1721
1545 /* If a monster was effected, put an effect in */ 1722 /* If a monster was effected, put an effect in */
1546 if (done_one && spell->other_arch) { 1723 if (done_one && spell->other_arch)
1724 {
1547 tmp = arch_to_object(spell->other_arch); 1725 tmp = arch_to_object (spell->other_arch);
1548 tmp->x = nx; 1726 tmp->x = nx;
1549 tmp->y = ny; 1727 tmp->y = ny;
1550 insert_ob_in_map(tmp, m, op, 0); 1728 insert_ob_in_map (tmp, m, op, 0);
1551 } 1729 }
1552 } /* for y */ 1730 } /* for y */
1553 1731
1554 return 1; 1732 return 1;
1555} 1733}
1556 1734
1557 1735
1558/* Move_ball_spell: This handles ball type spells that just sort of wander 1736/* Move_ball_spell: This handles ball type spells that just sort of wander
1559 * about. was called move_ball_lightning, but since more than the ball 1737 * about. was called move_ball_lightning, but since more than the ball
1560 * lightning spell used it, that seemed misnamed. 1738 * lightning spell used it, that seemed misnamed.
1561 * op is the spell effect. 1739 * op is the spell effect.
1562 * note that duration is handled by process_object() in time.c 1740 * note that duration is handled by process_object() in time.c
1563 */ 1741 */
1564 1742
1743void
1565void move_ball_spell(object *op) { 1744move_ball_spell (object *op)
1745{
1566 int i,j,dam_save,dir, mflags; 1746 int i, j, dam_save, dir, mflags;
1567 sint16 nx,ny, hx, hy; 1747 sint16 nx, ny, hx, hy;
1568 object *owner; 1748 object *owner;
1569 mapstruct *m; 1749 mapstruct *m;
1570 1750
1571 owner = get_owner(op); 1751 owner = get_owner (op);
1572 1752
1573 /* the following logic makes sure that the ball doesn't move into a wall, 1753 /* the following logic makes sure that the ball doesn't move into a wall,
1574 * and makes sure that it will move along a wall to try and get at it's 1754 * and makes sure that it will move along a wall to try and get at it's
1575 * victim. The block immediately below more or less chooses a random 1755 * victim. The block immediately below more or less chooses a random
1576 * offset to move the ball, eg, keep it mostly on course, with some 1756 * offset to move the ball, eg, keep it mostly on course, with some
1577 * deviations. 1757 * deviations.
1578 */ 1758 */
1579 1759
1580 dir = 0; 1760 dir = 0;
1581 if(!(rndm(0, 3))) 1761 if (!(rndm (0, 3)))
1582 j = rndm(0, 1); 1762 j = rndm (0, 1);
1583 else j=0; 1763 else
1764 j = 0;
1584 1765
1585 for(i = 1; i < 9; i++) { 1766 for (i = 1; i < 9; i++)
1767 {
1586 /* i bit 0: alters sign of offset 1768 /* i bit 0: alters sign of offset
1587 * other bits (i / 2): absolute value of offset 1769 * other bits (i / 2): absolute value of offset
1588 */ 1770 */
1589 1771
1590 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1772 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1591 int tmpdir = absdir (op->direction + offset); 1773 int tmpdir = absdir (op->direction + offset);
1592 1774
1593 nx = op->x + freearr_x[tmpdir]; 1775 nx = op->x + freearr_x[tmpdir];
1594 ny = op->y + freearr_y[tmpdir]; 1776 ny = op->y + freearr_y[tmpdir];
1595 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1777 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1596 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1778 {
1597 dir = tmpdir; 1779 dir = tmpdir;
1598 break; 1780 break;
1599 } 1781 }
1600 } 1782 }
1601 if (dir == 0) { 1783 if (dir == 0)
1602 nx = op->x;
1603 ny = op->y;
1604 m = op->map;
1605 } 1784 {
1785 nx = op->x;
1786 ny = op->y;
1787 m = op->map;
1788 }
1606 1789
1607 remove_ob(op); 1790 remove_ob (op);
1608 op->y=ny; 1791 op->y = ny;
1609 op->x=nx; 1792 op->x = nx;
1610 insert_ob_in_map(op,m,op,0); 1793 insert_ob_in_map (op, m, op, 0);
1611 1794
1612 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1795 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1613 surrounding squares */ 1796 surrounding squares */
1614 1797
1615 /* loop over current square and neighbors to hit. 1798 /* loop over current square and neighbors to hit.
1616 * if this has an other_arch field, we insert that in 1799 * if this has an other_arch field, we insert that in
1617 * the surround spaces. 1800 * the surround spaces.
1618 */ 1801 */
1619 for(j=0;j<9;j++) { 1802 for (j = 0; j < 9; j++)
1803 {
1620 object *new_ob; 1804 object *new_ob;
1621 1805
1622 hx = nx+freearr_x[j]; 1806 hx = nx + freearr_x[j];
1623 hy = ny+freearr_y[j]; 1807 hy = ny + freearr_y[j];
1624 1808
1625 m = op->map; 1809 m = op->map;
1626 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1627 1811
1628 if (mflags & P_OUT_OF_MAP) continue; 1812 if (mflags & P_OUT_OF_MAP)
1813 continue;
1629 1814
1630 /* first, don't ever, ever hit the owner. Don't hit out 1815 /* first, don't ever, ever hit the owner. Don't hit out
1631 * of the map either. 1816 * of the map either.
1632 */ 1817 */
1633 1818
1634 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1819 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1635 if(j) op->stats.dam = dam_save/2; 1820 {
1821 if (j)
1822 op->stats.dam = dam_save / 2;
1636 hit_map(op,j,op->attacktype,1); 1823 hit_map (op, j, op->attacktype, 1);
1637 1824
1638 } 1825 }
1639 1826
1640 /* insert the other arch */ 1827 /* insert the other arch */
1641 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1828 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1829 {
1642 new_ob = arch_to_object(op->other_arch); 1830 new_ob = arch_to_object (op->other_arch);
1643 new_ob->x = hx; 1831 new_ob->x = hx;
1644 new_ob->y = hy; 1832 new_ob->y = hy;
1645 insert_ob_in_map(new_ob,m,op,0); 1833 insert_ob_in_map (new_ob, m, op, 0);
1646 } 1834 }
1647 } 1835 }
1648 1836
1649 /* restore to the center location and damage*/ 1837 /* restore to the center location and damage */
1650 op->stats.dam = dam_save; 1838 op->stats.dam = dam_save;
1651 1839
1652 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1840 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1653 1841
1654 if(i>=0) { /* we have a preferred direction! */ 1842 if (i >= 0)
1843 { /* we have a preferred direction! */
1655 /* pick another direction if the preferred dir is blocked. */ 1844 /* pick another direction if the preferred dir is blocked. */
1656 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1657 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1658 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1659 } 1849 }
1660 op->direction=i; 1850 op->direction = i;
1661 } 1851 }
1662} 1852}
1663 1853
1664 1854
1665/* move_swarm_spell: peterm 1855/* move_swarm_spell: peterm
1668 * is a special type of object that casts swarms of other types 1858 * is a special type of object that casts swarms of other types
1669 * of spells. Which spell it casts is flexible. It fires the spells 1859 * of spells. Which spell it casts is flexible. It fires the spells
1670 * from a set of squares surrounding the caster, in a given direction. 1860 * from a set of squares surrounding the caster, in a given direction.
1671 */ 1861 */
1672 1862
1863void
1673void move_swarm_spell(object *op) 1864move_swarm_spell (object *op)
1674{ 1865{
1675 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1676 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1677 sint16 target_x, target_y, origin_x, origin_y;
1678 int basedir, adjustdir;
1679 mapstruct *m;
1680 object *owner;
1681
1682 owner = get_owner(op);
1683 if(op->duration == 0 || owner == NULL) {
1684 remove_ob(op);
1685 free_object(op);
1686 return;
1687 }
1688 op->duration--;
1689
1690 basedir = op->direction;
1691 if(basedir == 0) {
1692 /* spray in all directions! 8) */
1693 basedir = rndm(1, 8);
1694 }
1695
1696#if 0 1866#if 0
1697 // this is bogus: it causes wrong places to be checked below 1867 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1698 // (a wall 2 cells away will block the effect...) and 1868 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1699 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1869 sint16 target_x, target_y, origin_x, origin_y;
1700 // space. 1870 int adjustdir;
1701 // should be fixed later, but correctness before featurs... 1871 mapstruct *m;
1702 // (schmorp)
1703
1704 /* new offset calculation to make swarm element distribution
1705 * more uniform
1706 */
1707 if(op->duration) {
1708 if(basedir & 1) {
1709 adjustdir = cardinal_adjust[rndm(0, 8)];
1710 } else {
1711 adjustdir = diagonal_adjust[rndm(0, 9)];
1712 }
1713 } else {
1714 adjustdir = 0; /* fire the last one from forward. */
1715 }
1716
1717 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1718 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1719
1720 /* back up one space so we can hit point-blank targets, but this
1721 * necessitates extra out_of_map check below
1722 */
1723 origin_x = target_x - freearr_x[basedir];
1724 origin_y = target_y - freearr_y[basedir];
1725
1726
1727 /* spell pointer is set up for the spell this casts. Since this
1728 * should just be a pointer to the spell in some inventory,
1729 * it is unlikely to disappear by the time we need it. However,
1730 * do some sanity checking anyways.
1731 */
1732
1733 if (op->spell && op->spell->type == SPELL &&
1734 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1735 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1736
1737 /* Bullet spells have a bunch more customization that needs to be done */
1738 if (op->spell->subtype == SP_BULLET)
1739 fire_bullet(owner, op, basedir, op->spell);
1740 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1741 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1742 }
1743#endif 1872#endif
1873 int basedir;
1874 object *owner;
1744 1875
1876 owner = get_owner (op);
1877 if (op->duration == 0 || owner == NULL)
1878 {
1879 remove_ob (op);
1880 free_object (op);
1881 return;
1882 }
1883 op->duration--;
1884
1885 basedir = op->direction;
1886 if (basedir == 0)
1887 {
1888 /* spray in all directions! 8) */
1889 basedir = rndm (1, 8);
1890 }
1891
1892#if 0
1893 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and
1895 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1896 // space.
1897 // should be fixed later, but correctness before featurs...
1898 // (schmorp)
1899
1900 /* new offset calculation to make swarm element distribution
1901 * more uniform
1902 */
1903 if (op->duration)
1904 {
1905 if (basedir & 1)
1906 {
1907 adjustdir = cardinal_adjust[rndm (0, 8)];
1908 }
1909 else
1910 {
1911 adjustdir = diagonal_adjust[rndm (0, 9)];
1912 }
1913 }
1914 else
1915 {
1916 adjustdir = 0; /* fire the last one from forward. */
1917 }
1918
1919 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1920 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1921
1922 /* back up one space so we can hit point-blank targets, but this
1923 * necessitates extra out_of_map check below
1924 */
1925 origin_x = target_x - freearr_x[basedir];
1926 origin_y = target_y - freearr_y[basedir];
1927
1928
1745 /* spell pointer is set up for the spell this casts. Since this 1929 /* spell pointer is set up for the spell this casts. Since this
1746 * should just be a pointer to the spell in some inventory, 1930 * should just be a pointer to the spell in some inventory,
1747 * it is unlikely to disappear by the time we need it. However, 1931 * it is unlikely to disappear by the time we need it. However,
1748 * do some sanity checking anyways. 1932 * do some sanity checking anyways.
1749 */ 1933 */
1934
1935 if (op->spell && op->spell->type == SPELL &&
1936 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1937 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1750 1938 {
1939
1940 /* Bullet spells have a bunch more customization that needs to be done */
1941 if (op->spell->subtype == SP_BULLET)
1942 fire_bullet (owner, op, basedir, op->spell);
1943 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1944 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1945 }
1946#endif
1947
1948 /* spell pointer is set up for the spell this casts. Since this
1949 * should just be a pointer to the spell in some inventory,
1950 * it is unlikely to disappear by the time we need it. However,
1951 * do some sanity checking anyways.
1952 */
1953
1751 if (op->spell && op->spell->type == SPELL) 1954 if (op->spell && op->spell->type == SPELL)
1752 { 1955 {
1753 /* Bullet spells have a bunch more customization that needs to be done */ 1956 /* Bullet spells have a bunch more customization that needs to be done */
1754 if (op->spell->subtype == SP_BULLET) 1957 if (op->spell->subtype == SP_BULLET)
1755 fire_bullet(owner, op, basedir, op->spell); 1958 fire_bullet (owner, op, basedir, op->spell);
1756 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1959 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1757 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1960 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1758 } 1961 }
1759} 1962}
1760 1963
1761 1964
1762 1965
1763 1966
1771 * dir: the direction everything will be fired in 1974 * dir: the direction everything will be fired in
1772 * spell - the spell that is this spell. 1975 * spell - the spell that is this spell.
1773 * n: the number to be fired. 1976 * n: the number to be fired.
1774 */ 1977 */
1775 1978
1979int
1776int fire_swarm (object *op, object *caster, object *spell, int dir) 1980fire_swarm (object *op, object *caster, object *spell, int dir)
1777{ 1981{
1778 object *tmp; 1982 object *tmp;
1779 int i; 1983 int i;
1780 1984
1781 if (!spell->other_arch) return 0; 1985 if (!spell->other_arch)
1986 return 0;
1782 1987
1783 tmp=get_archetype(SWARM_SPELL); 1988 tmp = get_archetype (SWARM_SPELL);
1784 tmp->x=op->x; 1989 tmp->x = op->x;
1785 tmp->y=op->y; 1990 tmp->y = op->y;
1786 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1787 set_spell_skill(op, caster, spell, tmp); 1992 set_spell_skill (op, caster, spell, tmp);
1788 1993
1789 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1994 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1790 tmp->spell = arch_to_object(spell->other_arch); 1995 tmp->spell = arch_to_object (spell->other_arch);
1791 1996
1792 tmp->attacktype = tmp->spell->attacktype; 1997 tmp->attacktype = tmp->spell->attacktype;
1793 1998
1794 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
1795 if ( ! tailor_god_spell (tmp, op)) 2001 if (!tailor_god_spell (tmp, op))
1796 return 1; 2002 return 1;
1797 } 2003 }
1798 tmp->duration = SP_level_duration_adjust(caster, spell); 2004 tmp->duration = SP_level_duration_adjust (caster, spell);
1799 for (i=0; i< spell->duration; i++) 2005 for (i = 0; i < spell->duration; i++)
1800 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1801 2007
1802 tmp->direction=dir; 2008 tmp->direction = dir;
1803 tmp->invisible=1; 2009 tmp->invisible = 1;
1804 insert_ob_in_map(tmp,op->map,op,0); 2010 insert_ob_in_map (tmp, op->map, op, 0);
1805 return 1; 2011 return 1;
1806} 2012}
1807 2013
1808 2014
1809/* See the spells documentation file for why this is its own 2015/* See the spells documentation file for why this is its own
1810 * function. 2016 * function.
1811 */ 2017 */
2018int
1812int cast_light(object *op,object *caster,object *spell, int dir) { 2019cast_light (object *op, object *caster, object *spell, int dir)
2020{
1813 object *target=NULL,*tmp=NULL; 2021 object *target = NULL, *tmp = NULL;
1814 sint16 x,y; 2022 sint16 x, y;
1815 int dam, mflags; 2023 int dam, mflags;
1816 mapstruct *m; 2024 mapstruct *m;
1817 2025
1818 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 2026 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1819 2027
1820 if(!dir) { 2028 if (!dir)
2029 {
1821 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 2030 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1822 return 0; 2031 return 0;
1823 } 2032 }
1824 2033
1825 x=op->x+freearr_x[dir]; 2034 x = op->x + freearr_x[dir];
1826 y=op->y+freearr_y[dir]; 2035 y = op->y + freearr_y[dir];
1827 m = op->map; 2036 m = op->map;
1828 2037
1829 mflags = get_map_flags(m, &m, x, y, &x, &y); 2038 mflags = get_map_flags (m, &m, x, y, &x, &y);
1830 2039
1831 if (mflags & P_OUT_OF_MAP) { 2040 if (mflags & P_OUT_OF_MAP)
2041 {
1832 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 2042 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1833 return 0; 2043 return 0;
1834 } 2044 }
1835 2045
1836 if (mflags & P_IS_ALIVE && spell->attacktype) { 2046 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 {
1837 for(target=get_map_ob(m,x,y);target;target=target->above) 2048 for (target = get_map_ob (m, x, y); target; target = target->above)
1838 if(QUERY_FLAG(target,FLAG_MONSTER)) { 2049 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 {
1839 /* oky doky. got a target monster. Lets make a blinding attack */ 2051 /* oky doky. got a target monster. Lets make a blinding attack */
1840 if(target->head) target = target->head; 2052 if (target->head)
2053 target = target->head;
1841 (void) hit_player(target,dam,op,spell->attacktype,1); 2054 (void) hit_player (target, dam, op, spell->attacktype, 1);
1842 return 1; /* one success only! */ 2055 return 1; /* one success only! */
2056 }
1843 } 2057 }
1844 }
1845 2058
1846 /* no live target, perhaps a wall is in the way? */ 2059 /* no live target, perhaps a wall is in the way? */
1847 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 2060 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2061 {
1848 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 2062 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 2063 return 0;
1850 } 2064 }
1851 2065
1852 /* ok, looks groovy to just insert a new light on the map */ 2066 /* ok, looks groovy to just insert a new light on the map */
1853 tmp=arch_to_object(spell->other_arch); 2067 tmp = arch_to_object (spell->other_arch);
1854 if(!tmp) { 2068 if (!tmp)
2069 {
1855 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 2070 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1856 return 0; 2071 return 0;
1857 } 2072 }
1858 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 2073 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1859 if (tmp->glow_radius) { 2074 if (tmp->glow_radius)
2075 {
1860 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 2076 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1861 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 2077 if (tmp->glow_radius > MAX_LIGHT_RADII)
2078 tmp->glow_radius = MAX_LIGHT_RADII;
1862 } 2079 }
1863 tmp->x=x; 2080 tmp->x = x;
1864 tmp->y=y; 2081 tmp->y = y;
1865 insert_ob_in_map(tmp,m,op,0); 2082 insert_ob_in_map (tmp, m, op, 0);
1866 return 1; 2083 return 1;
1867} 2084}
1868 2085
1869 2086
1870 2087
1871 2088
1874 * op is the player/monster, caster is the object, dir is the direction 2091 * op is the player/monster, caster is the object, dir is the direction
1875 * to cast, disease_arch is the specific disease, and type is the spell number 2092 * to cast, disease_arch is the specific disease, and type is the spell number
1876 * perhaps this should actually be in disease.c? 2093 * perhaps this should actually be in disease.c?
1877 */ 2094 */
1878 2095
2096int
1879int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 2097cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{
1880 sint16 x,y; 2099 sint16 x, y;
1881 int i, mflags, range, dam_mod, dur_mod; 2100 int i, mflags, range, dam_mod, dur_mod;
1882 object *walk; 2101 object *walk;
1883 mapstruct *m; 2102 mapstruct *m;
1884 2103
1885 x = op->x; 2104 x = op->x;
1886 y = op->y; 2105 y = op->y;
1887 2106
1888 /* If casting from a scroll, no direction will be available, so refer to the 2107 /* If casting from a scroll, no direction will be available, so refer to the
1889 * direction the player is pointing. 2108 * direction the player is pointing.
1890 */ 2109 */
2110 if (!dir)
1891 if (!dir) dir=op->facing; 2111 dir = op->facing;
2112 if (!dir)
1892 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 2113 return 0; /* won't find anything if casting on ourself, so just return */
1893 2114
1894 /* Calculate these once here */ 2115 /* Calculate these once here */
1895 range = spell->range + SP_level_range_adjust(caster, spell); 2116 range = spell->range + SP_level_range_adjust (caster, spell);
1896 dam_mod = SP_level_dam_adjust(caster, spell); 2117 dam_mod = SP_level_dam_adjust (caster, spell);
1897 dur_mod = SP_level_duration_adjust(caster, spell); 2118 dur_mod = SP_level_duration_adjust (caster, spell);
1898 2119
1899 /* search in a line for a victim */ 2120 /* search in a line for a victim */
1900 for(i=1; i<range; i++) { 2121 for (i = 1; i < range; i++)
2122 {
1901 x = op->x + i * freearr_x[dir]; 2123 x = op->x + i * freearr_x[dir];
1902 y = op->y + i * freearr_y[dir]; 2124 y = op->y + i * freearr_y[dir];
1903 m = op->map; 2125 m = op->map;
1904 2126
1905 mflags = get_map_flags(m, &m, x, y, &x, &y); 2127 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 2128
1907 if (mflags & P_OUT_OF_MAP) return 0; 2129 if (mflags & P_OUT_OF_MAP)
2130 return 0;
1908 2131
1909 /* don't go through walls - presume diseases are airborne */ 2132 /* don't go through walls - presume diseases are airborne */
1910 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2133 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2134 return 0;
1911 2135
1912 /* Only bother looking on this space if there is something living here */ 2136 /* Only bother looking on this space if there is something living here */
1913 if (mflags & P_IS_ALIVE) { 2137 if (mflags & P_IS_ALIVE)
2138 {
1914 /* search this square for a victim */ 2139 /* search this square for a victim */
1915 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2140 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
1916 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */
1917 object *disease = arch_to_object(spell->other_arch); 2143 object *disease = arch_to_object (spell->other_arch);
1918 2144
1919 set_owner(disease,op); 2145 set_owner (disease, op);
1920 set_spell_skill(op, caster, spell, disease); 2146 set_spell_skill (op, caster, spell, disease);
1921 disease->stats.exp = 0; 2147 disease->stats.exp = 0;
1922 disease->level = caster_level(caster, spell); 2148 disease->level = caster_level (caster, spell);
1923 2149
1924 /* do level adjustments */ 2150 /* do level adjustments */
1925 if(disease->stats.wc) 2151 if (disease->stats.wc)
1926 disease->stats.wc += dur_mod/2; 2152 disease->stats.wc += dur_mod / 2;
1927 2153
1928 if(disease->magic> 0) 2154 if (disease->magic > 0)
1929 disease->magic += dur_mod/4; 2155 disease->magic += dur_mod / 4;
1930 2156
1931 if(disease->stats.maxhp>0) 2157 if (disease->stats.maxhp > 0)
1932 disease->stats.maxhp += dur_mod; 2158 disease->stats.maxhp += dur_mod;
1933 2159
1934 if(disease->stats.maxgrace>0) 2160 if (disease->stats.maxgrace > 0)
1935 disease->stats.maxgrace += dur_mod; 2161 disease->stats.maxgrace += dur_mod;
1936 2162
1937 if(disease->stats.dam) { 2163 if (disease->stats.dam)
1938 if(disease->stats.dam > 0) 2164 {
1939 disease->stats.dam += dam_mod; 2165 if (disease->stats.dam > 0)
1940 else disease->stats.dam -= dam_mod; 2166 disease->stats.dam += dam_mod;
1941 } 2167 else
2168 disease->stats.dam -= dam_mod;
2169 }
1942 2170
1943 if(disease->last_sp) { 2171 if (disease->last_sp)
1944 disease->last_sp -= 2*dam_mod; 2172 {
1945 if(disease->last_sp <1) disease->last_sp = 1; 2173 disease->last_sp -= 2 * dam_mod;
1946 } 2174 if (disease->last_sp < 1)
2175 disease->last_sp = 1;
2176 }
1947 2177
1948 if(disease->stats.maxsp) { 2178 if (disease->stats.maxsp)
1949 if(disease->stats.maxsp > 0) 2179 {
1950 disease->stats.maxsp += dam_mod; 2180 if (disease->stats.maxsp > 0)
1951 else disease->stats.maxsp -= dam_mod; 2181 disease->stats.maxsp += dam_mod;
1952 } 2182 else
1953 2183 disease->stats.maxsp -= dam_mod;
2184 }
2185
1954 if(disease->stats.ac) 2186 if (disease->stats.ac)
1955 disease->stats.ac += dam_mod; 2187 disease->stats.ac += dam_mod;
1956 2188
1957 if(disease->last_eat) 2189 if (disease->last_eat)
1958 disease->last_eat -= dam_mod; 2190 disease->last_eat -= dam_mod;
1959 2191
1960 if(disease->stats.hp) 2192 if (disease->stats.hp)
1961 disease->stats.hp -= dam_mod; 2193 disease->stats.hp -= dam_mod;
1962 2194
1963 if(disease->stats.sp) 2195 if (disease->stats.sp)
1964 disease->stats.sp -= dam_mod; 2196 disease->stats.sp -= dam_mod;
1965 2197
1966 if(infect_object(walk,disease,1)) { 2198 if (infect_object (walk, disease, 1))
2199 {
1967 object *flash; /* visual effect for inflicting disease */ 2200 object *flash; /* visual effect for inflicting disease */
1968 2201
1969 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2202 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1970 2203
1971 free_object(disease); /* don't need this one anymore */ 2204 free_object (disease); /* don't need this one anymore */
1972 flash=get_archetype(ARCH_DETECT_MAGIC); 2205 flash = get_archetype (ARCH_DETECT_MAGIC);
1973 flash->x = x; 2206 flash->x = x;
1974 flash->y = y; 2207 flash->y = y;
1975 flash->map = walk->map; 2208 flash->map = walk->map;
1976 insert_ob_in_map(flash,walk->map,op,0); 2209 insert_ob_in_map (flash, walk->map, op, 0);
1977 return 1; 2210 return 1;
1978 } 2211 }
1979 free_object(disease); 2212 free_object (disease);
1980 } 2213 }
1981 } /* if living creature */ 2214 } /* if living creature */
1982 } /* for range of spaces */ 2215 } /* for range of spaces */
1983 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1984 return 1; 2217 return 1;
1985} 2218}

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